This makes me think we'll see Mech Zoo, where this card is used to help you spit out a whole bunch of Mechs with your Hero Power. I think this will be a sneaky good card some people dismiss for being similiar to Pint-Sized/Portal. I could also see this in some other decks, like maybe a Ramp Druid that uses Mechs? This + Innervate = T3 Piloted Sky Golem and that's no laughing matter.
With the 3 mana 3/4 neutral mech spoiled and a 2 mana 1/1 AoE 2 Deathrattle bot (who can suicide into this guy and kill it), it's possible that a 2 mana 2/3 will not cut it after the next set arrives. Or at least the 4-5 mana mechs need to be great to warrant playing this guy to get them out 1 turn earlier.
For all the reasons you stated, I think this will be a weak early game card, but it might make for a very good midgame mobilization card (like a Summoning Portal, but without the 1-mana minimum).
I think it's going to have Warriors, Druid, and Shaman experimenting with it.
Sneaky good is the perfect way to describe Mechwarper. I think the comparisons to similar cards overlook the fact that you can stack these cards in the same deck. The possibility of using this with cards like Pint-Sized Summoner and Summoning Portal should not be underestimated. This could give Warlock a whole new kind of mech zoo.
In addition, I think cards that increase the cost of things, such as Mana Wraith and Nerub'ar Weblord could be used as a counterbalance to throw off your opponent.
In addition, I think cards that increase the cost of things, such as Mana Wraith and Nerub'ar Weblord could be used as a counterbalance to throw off your opponent.
I highly doubt you can use any of these terrible cards to counter Mechwarper that seems a pretty good one. Dropping Mana Wraith to get it killed by Mechwarper that survives? No thank you.
I think he meant to include those two cards in an otherwise mech deck- increase cost for your opponent while yours are cheaper or at least normal cost- a strategy to think about..........
In addition, I think cards that increase the cost of things, such as Mana Wraith and Nerub'ar Weblord could be used as a counterbalance to throw off your opponent.
I highly doubt you can use any of these terrible cards to counter Mechwarper that seems a pretty good one. Dropping Mana Wraith to get it killed by Mechwarper that survives? No thank you.
I think he meant to include those two cards in an otherwise mech deck- increase cost for your opponent while yours are cheaper or at least normal cost- a strategy to think about..........
Yes. That's exactly what I meant. Increase the cost for your opponent while you make them cheaper or at least normal for you. You can sort of do that now with cards that already are in the game, but it's not quite there. I think this card and possibly some of the other expansion cards might make this concept work better.
I'm not overwhelmed by it. It only gets massive value in a complete all out mech-deck, all of which don't cut it in the current stage.
You mention it being played in Zoo. But it's a horrible top-deck and mana is not an issue anymore past turn 5, so the effect is useless. So you either win faster, or not at all. I'm not sold yet, but it's still decent enough to be considered, when a lot of Mech comes into play.
Mana can be an issue past Turn 5 in Zoo if you draw your Doomguard, also Mechwarper theoritically allows you to begin your tapping phases earlier.
I'm not overwhelmed by it. It only gets massive value in a complete all out mech-deck, all of which don't cut it in the current stage.
You mention it being played in Zoo. But it's a horrible top-deck and mana is not an issue anymore past turn 5, so the effect is useless. So you either win faster, or not at all. I'm not sold yet, but it's still decent enough to be considered, when a lot of Mech comes into play.
Mana can be an issue past Turn 5 in Zoo if you draw your Doomguard, also Mechwarper theoritically allows you to begin your tapping phases earlier.
Yeah, but that's just a few minions, such as Doomguard. Anyway, you have a point that it might enable tapping early. It is a solid body, but still not overwhelming. I really don't like that you will be practically forced to play a lot of cheap mech cards in your limited and harshly contested pool of 30 cards, instead of other good minions, to make it work well.
It'll depend on the mechs a lot, IMO. I think that the makings of a good Mech Zoo are in place though with Clockwork Gnome (Free with Mechwarper and even somewhat floats!), Spider Tank (Very beef, coin Mechwarper into T2 Spider Tank is insane) and Tinkertown Technician (Imagine Zoo with a 3 mana 4/4 that even gives potential advantage!).
Yes. It's obviously prone to removal and silence. Perhaps the more powerful play is when it is played in the late game to jack up the board. But those scenarios are rare.
It isn't really great if you're using it turn 2 or something to pawn out weak mechs, but it excels if you hold on to a couple mechs and refill your board after a board clear.
Turn 1 - Coin Mechwarper; Turn 2: play another Mechwarper for 1, play Harvest Golem for 1 and 2x Annoy-o-Tron for 0. That happened the other day. Opponent conceded on turn 2. Fastest game of my life.
In all seriousness though, it's a strong card but not definitely not OP
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Discuss!
pretty awesome card, 2/3 as 2 drop is OK and lets u play more costly Mechs earlier, i guess this will be an autoinclude in Mech decks for sure
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This makes me think we'll see Mech Zoo, where this card is used to help you spit out a whole bunch of Mechs with your Hero Power. I think this will be a sneaky good card some people dismiss for being similiar to Pint-Sized/Portal. I could also see this in some other decks, like maybe a Ramp Druid that uses Mechs? This + Innervate = T3 Piloted Sky Golem and that's no laughing matter.
Yup, great card in mech decks. Can't wait to see more mechs.
A great 2 drop in mech decks. I like it a lot.
For all the reasons you stated, I think this will be a weak early game card, but it might make for a very good midgame mobilization card (like a Summoning Portal, but without the 1-mana minimum).
I think it's going to have Warriors, Druid, and Shaman experimenting with it.
If a mech deck ever becomes a thing, I find it hard to believe this won't be amazing in it.
Favorite class: keeping all 9 of them equal in level.
Strictly better than Pint-sized Summoner for a Mech deck however its also the only mech so far revealed to have any sort of synergy with other mechs.
Sneaky good is the perfect way to describe Mechwarper. I think the comparisons to similar cards overlook the fact that you can stack these cards in the same deck. The possibility of using this with cards like Pint-Sized Summoner and Summoning Portal should not be underestimated. This could give Warlock a whole new kind of mech zoo.
In addition, I think cards that increase the cost of things, such as Mana Wraith and Nerub'ar Weblord could be used as a counterbalance to throw off your opponent.
I think he meant to include those two cards in an otherwise mech deck- increase cost for your opponent while yours are cheaper or at least normal cost- a strategy to think about..........
Yes. That's exactly what I meant. Increase the cost for your opponent while you make them cheaper or at least normal for you. You can sort of do that now with cards that already are in the game, but it's not quite there. I think this card and possibly some of the other expansion cards might make this concept work better.
Mana can be an issue past Turn 5 in Zoo if you draw your Doomguard, also Mechwarper theoritically allows you to begin your tapping phases earlier.
It'll depend on the mechs a lot, IMO. I think that the makings of a good Mech Zoo are in place though with Clockwork Gnome (Free with Mechwarper and even somewhat floats!), Spider Tank (Very beef, coin Mechwarper into T2 Spider Tank is insane) and Tinkertown Technician (Imagine Zoo with a 3 mana 4/4 that even gives potential advantage!).
Yes. It's obviously prone to removal and silence. Perhaps the more powerful play is when it is played in the late game to jack up the board. But those scenarios are rare.
He seems balanced, if anything his 2/3 stats are just a little too good for the power of his effect. I could see it being a 2/2 or a 3/2.
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Without Mech Warper being what he is, I don't think there would be any mech decks.
It isn't really great if you're using it turn 2 or something to pawn out weak mechs, but it excels if you hold on to a couple mechs and refill your board after a board clear.
It's a 2/3 people. If your deck can't handle a 2/3 then I thank you for the easy win.
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Mechwarper is strong but like someone else said early game he doesn't do that much early, if your opponent is holding on to Mechwarper [/card]till late game to refill the board following a board wipe IMO that is just smart play.....not grounds for a nerf. Nearly every class has a way to deal with [card]Mechwarper early (Wrath, Fiery War Axe, Frostbolt, Backstab/dagger, Hunter's Mark or Kill Command, Darkbomb, Shadow Word: Pain, Lightning Bolt) and unlike Undertaker, Mechwarper doesn't snowball as hard.
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Start with Coin:
Turn 1 - Coin Mechwarper; Turn 2: play another Mechwarper for 1, play Harvest Golem for 1 and 2x Annoy-o-Tron for 0. That happened the other day. Opponent conceded on turn 2. Fastest game of my life.
In all seriousness though, it's a strong card but not definitely not OP